Open daniel229 opened 10 years ago
I blame beziers. Probably like the FF4 thing...
-[Unknown]
Yes,don't execute beziers,then it's invisible.
Has this changed / improved at all? Is it now the same in d3d9? Does hardware transform affect it?
-[Unknown]
No change,same in d3d9,hardware transform not affect it.
Has this improved with the latest bezier fixes?
-[Unknown]
No,it doesn't even with https://github.com/hrydgard/ppsspp/pull/8690
Hmm. If you disable the alpha blending and alpha test, does it still not draw in direct3d? Maybe this is actually depth related...
I think it's probably not breezier related, then.
-[Unknown]
D3D9 is same as OpenGL now since https://github.com/hrydgard/ppsspp/pull/6900
Disable appha blending and alpha test,it still draws.
Is it possible to experience this issue in 3's demo (NPJH90015)?
The reason #6900 made it happen in Direct3D 9 is just because beziers weren't supported in Direct3D 9 before that.
Maybe I can replicate and test the bezier it's drawing here (with the points.)
-[Unknown]
3's looks fine. PPSSPP
PSP
demo https://drive.google.com/file/d/0BzGZGDfFE68zOW1Yb3BSQmpaLU0/view?usp=sharing
Oh, okay. Seems like there's no demo for 4... so this problem is only in 4?
Thanks for checking.
-[Unknown]
Got it,it also happens in 3 demo.Just far away from the barrier,it disappear,but in PPSSPP it doesn't.
The barrier should be disappear here,but it doesn't.
savestate for 3 demo https://drive.google.com/file/d/0BzGZGDfFE68zRHg3MlRra2RUNE0/view?usp=sharing
I think this is mipmapping related - at least in the 3 demo.
Texture = 0x09e21cc0 Level 0 (256x64), clear cross hatching Level 1 (128x32), clear cross hatching (a bit blurry) Level 2 (64x16), very blurry cross hatching Level 3 (32x8), entirely black
All use the same alpha value.
The settings: Tex level/bias: slope + bias: -5.000000 Tex lod slope: 0.299995
We're not handling those correctly, so we don't end up showing the mipmaps. I'm also not sure our bezier implementation works with mipmaps correctly (it probably does.)
From your screenshot, 4 also seems to have mipmap levels - and it also has the slope and bias (which I didn't notice before.) So it's likely the same in both games indeed.
-[Unknown]
In 4 it has 3 the mipmapping level,level 0 level 1 level 2,and level 2 is black.
This happens on draw 4199/4237 in NPJH90015_#6895_slope_mapping.zip. Currently, the PSP playback code I use isn't good enough to handle this dump, because it's too big.
-[Unknown]
Those red barriers should be invisible. PSP
OGL
D3D9 and softwareGPU looks fine D3D9
Gedebugger,it has a alpha blend and stencil test.